Introduction

The Thing is one of the Fantastic Four members together with the Mister Fantastic, Invisible Woman, and Human Torch.

In Marvel Super War The Thing is a very resilient tank hero. Simple and effective, is very short, yet accurate description of The Thing. He has a very straightforward skillset of just two skills and the ultimate. However, most of the time you will be using his second skill, almost exclusively. This is the main reason why The Thing is very easy to play and you can get used to him after just one match. There are several unorthodox ways in which his other two skills can be used. I will try to explain that in his early/late game tactics. Oh, and just because The Thing is simple and easy to play, it doesn’t mean that he is boring. He was one of the first heroes I played, one of my favorites at the start, and I still occasionally play him.

PROS

  • Extremely tanky, due to the shield from S2
  • Good at initiating team fights (solid AoE control)
  • Easy to play
  • Strong early game

CONS

  • Low(ish) mobility(excluding the Ultimate)
  • Mediocre control (excluding the Ultimate)

Marvel Super War The Thing Item Build

TANK  
Glorious Armor MSW Glorious Armor
Hydra Boots MSW Hydra Boots
Captain America's Shield MSW Captain America’s Shield
Deathly Phantom MSW Deathly Phantom
Megingjord MSW Megingjord
Vibranium Suit MSW Vibranium Suit
POWER CORE  
Psionic Mark Power Core Psionic Mark
Burst Particle Power Core Burst Particle
Protection Module Power Core Protection Module
Agility Boost Power Core Agility Boost
TACTIC  
First Aid Tactic First Aid
Blink Tactic Blink

Marvel Super War The Thing early game (lvl 8)

The Thing has a strong early game and can be played in both top and bottom lane. As a first skill The Thing should go for Earthquake, and use it to skirmish against enemy heroes. This skill can be also used to finish off minions (farm money), while staying under the tower. His Hard Rock basic attack (passive) should be saved for engaging enemy heroes. Try to use it in coordination with a teammate if you’re playing in the bottom lane. Be careful when using the enhanced basic attack. You might find yourself under the enemy tower after jumping while the only thing (pun intended) that you wanted to do was hit the minion for extra gold.

The Thing should take Quake as the second skill and focus on upgrading it as much as possible. With the Quake activated, he will trample the ground five times, dealing mediocre damage and slowing all enemies in AoE with each stomp. He will also gain a shield every time this skill hits an enemy hero or beast, and automatically execute a jumping attack after the last stomp. As soon as he gets the Quake, The Thing can start thinking about engaging his opponent(s) and gaining an advantage early on.

NOTE: Prioritize upgrading S2 over the S1. Shields from the S2 are your main tool for ‘tanking’ damage.

Top Lane

If you’re playing The Thing in the top lane, try to chip away at the opponent’s health with an earthquake before engaging it head-on. Once your foe is at 75% or less health, and not too close to his tower, use the empowered basic attack to initiate the fight and slow him down, immediately followed by Quake. After that, walk right beside him, or one step ahead of him. Your stomps will deal damage (+ Glorious Armor) and constantly slow him down while granting you shield that should absorb most attacks if the opponent chooses to fight back.

If the battle is clearly swinging in your favor after the fourth trample, keep pursuing and use the final jumping attack + basic and/or Earthquake to finish him off. If not, you should start retreating towards your tower and use the final jumping attack to clear some ground and get to safety. If the Boulder Crash (Ultimate) is available, and the opponent is low on health and fleeing, it can be used to quickly catch and eliminate him, since this skill grants huge movement boost, deals solid damage (8% of targets max health is no joke), and knocks up the opponent. I often use the ultimate to finish off the enemy, even if he gets under the tower, so that’s another way to use it. However, the The Thing should mainly use the Ultimate to initiate the team fights, once laning phase is over.

Bottom Lane

If you’re in the bottom lane, target selection, and working together with your teammate are really important. Basically, try to do the same thing as in the top lane, but with a few differences. In Marvel Super War The Thing is very good at engaging ranged heroes, especially at lower levels, and they should be your primary targets. Why? Well, they’re squishy, and do not have a very high DPS without 2-3 items.

On the other hand, you can quickly close distance with your empowered basic attack or Ultimate. You can also prevent them from retreating with Quake. The second point concerns your teammate. If he doesn’t follow your lead after 3-4 stomps, start retreating. This can be really frustrating as Thing can control and ‘tank’ tons of damage, but ultimately depends on his partner/other teammates to follow his lead and burst down the enemies. 

NOTE: In Marvel Super War The Thing is immune to control effects while he uses S2. He won’t be affected at all by control skills that would change his position (like Corvus Glaive’s S2 or Cull Obsidian’s S3), and if he gets stunned he will continue to stomp the ground. However, if Hulk grabs him with his S1, he will cancel The Thing’s stomp (S2). The ability will go on CD, which is not that short. So, be careful if you’re playing against the Hulk since he can cancel your only ‘tanky’ skill. Without it, The Thing will suddenly become one of the weakest tanks in the game.   

Marvel Super War The Thing mid-late game

During the late game, The Thing should save the Ultimate for the team fights. Boulder Crash can be a bit tricky to use because it has a huge range, but it will only knock up the enemies in a certain radius at the end of the charge. The best way to engage in the team fight would be to use the Boulder Crash to run through the enemy team frontline, knocking them aside.

At the end of the charge, try to hit the marksman/mage or another backline hero. Preferably, you should try to affect 2 or more targets with the final phase of this skill, knocking them up for 1 second. The way to proceed from here would be to use the Hard Rock passive to jump on the most dangerous opponent, followed by the quake to gain shield and slow down your target. Try to save the leap, after the final stomp, to get away if the battle isn’t swinging in your favor.

The Thing’s ultimate is also one of the best tools in the game for running away from the opponents. It can save your skin since it enables him to quickly cover a lot of ground. However, I wouldn’t recommend using the Ulti for this purpose unless the situation is truly desperate. One exception to this rule would be the lower leagues where most of the players won’t follow your charge and attack, so saving ulti as an escape option can be a good idea, in this scenario.        

TIP: In Marvel Super War The Thing can also open up with the Boulder Crash against a single opponent during the laning phase. Either 1v1 or 2v2. I would only recommend doing this if your foe is already low on health, or if you see an ally getting into a position for a gank.

TIP: Against a fleeing opponent, that is also slowed or starts retreating too late, the stone pillar created by the Earthquake can be used to briefly block his path or throw him a few steps backward. This skill has too slow casting time to block, or even catch, enemies that are running away from you at full speed, and are already at the maximum range of the S1 .